Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Country 2: Diddy's Kong Quest is the second installment in the Donkey Kong Country series released in 1995. It was developed by Rareware and published by Nintendo for the Super Nintendo Entertainment System. It is a sequel and direct follow-up of Donkey Kong Country; the game stars Diddy Kong, as he and his girlfriend, Dixie Kong, make their way through Crocodile Isle to save Donkey Kong from the Kremling Krew. A sequel to Donkey Kong Country 2: Diddy's Kong Quest was released in 1996, Donkey Kong Country 3: Dixie Kong's Double Trouble!
In 2004, a remake of the game was made for the Game Boy Advance. It features several differences, including the addition of photographs and extra Cranky's Video Game Hero Coins. It omits the Diddy's Kong Quest subtitle, thus the game is simply known as Donkey Kong Country 2.
In 2007, the original version was re-released on the Wii's Virtual Console. On November 25, 2012, for reasons unknown, Donkey Kong Country 2 and the other two original Donkey Kong Country games were delisted from the Wii Virtual Console, but on October 30, 2014, the games were relisted in Europe and Australia. Around the same time, the games were released for the Wii U's Virtual Console in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, Donkey Kong Country 2: Diddy's Kong Quest was ported exclusively to the New Nintendo 3DS's Virtual Console in March/April 2016. It was made available on Super Nintendo Entertainment System - Nintendo Switch Online for the Nintendo Switch on September 23, 2020.
Donkey Kong Country 2: Diddy's Kong Quest is the sixth best-selling Super Nintendo Entertainment System game, with its predecessor being the third. A similar Game Boy title was released a year later, in 1996, Donkey Kong Land 2.
Some time after the events of Donkey Kong Country, Donkey Kong is relaxing at a beach, sitting on a chair while drinking a banana milkshake. Funky Kong is busy surfing waves among the seagulls. Cranky Kong walks up to Donkey Kong and hits him on the head with his cane. Cranky asks Donkey Kong why he is sitting around if he's a "big star". Donkey Kong replies that even stars need time off. Cranky says that he never took breaks, "whisking off maidens and throwing barrels seven days a week". Donkey Kong asks Cranky to leave him alone and stop pestering him, so Cranky leaves. Donkey Kong then goes to sleep in his chair.
At night, Diddy Kong and his girlfriend, Dixie Kong, are worried because Donkey Kong has not returned. They go to the beach to investigate, and the Kongs find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:
Cranky suggests handing over the banana hoard to K. Rool. Diddy refuses because of how much effort he and Donkey Kong went through to retrieve the bananas, and that he would be very upset if his bananas were stolen again. Cranky asks if they have any better suggestions, and Diddy and Dixie both say that they want to rescue Donkey Kong themselves. The two get in a brief argument with Cranky, who does not believe Diddy qualifies as a video game hero. Thus, it's up to Diddy to save his uncle, and alongside Dixie, who insisted on joining him, starts his journey.
The two Kongs travel through Crocodile Isle, the hometown of the Kremlings. They defeat numerous enemies and collect items on their way. Diddy and Dixie first travel aboard Gangplank Galleon, a large pirate ship docked at the coast. After completing the world, Diddy and Dixie move on to the volcanic world, Crocodile Cauldron, then the swampy Krem Quay, then the abandoned amusement park Krazy Kremland, and a spooky woods, Gloomy Gulch. Diddy and Dixie eventually reach the end of the sixth world, K. Rool's Keep, where they find Donkey Kong tied up in a chamber. Just as they celebrate, Donkey Kong is pulled up into K. Rool's personal airship, The Flying Krock.
Aboard the giant airship, Diddy and Dixie find Donkey Kong tied up, and they battle Kaptain K. Rool. Donkey Kong eventually breaks free from his ropes, and he uppercuts K. Rool out of the roof. Kaptain K. Rool falls all the way down Crocodile Isle and into the surrounding water, where he is seemingly eaten up by sharks.
During their adventures, Diddy and Dixie can also enter the Lost World by paying a Kremkoin fee to Klubba at his kiosk. The Kongs eventually enter Crocodile Isle's power source, Krocodile Kore, where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.
From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes while sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat, laughing as he sails off into the horizon.
Donkey Kong Country 2: Diddy's Kong Quest is a 2D platformer like its predecessor, Donkey Kong Country. The player controls Diddy Kong and Dixie Kong, whose basic abilities include jumping, climbing, and swimming. The Kongs usually jump to cross gaps and grab airborne items. Either Kong can perform a mid-air jump if they cartwheel or spin off a nearby ledge, often necessary for reaching secret areas or collectibles. Like Donkey Kong Country, Diddy can perform a cartwheel attack and still retains his agility (he can jump, climb, run, and swim a bit faster than Dixie). Dixie's equivalent to the cartwheel attack is the Helicopter Spin, where she spins into an enemy. Dixie has the advantage of also being able to perform the ability in mid-air, where she whirls her ponytail to glide to nearby areas or to cross some large gaps. There are more enemies that Diddy and Dixie can defeat by their respective cartwheel or spin attack, rather than a jump attack.
If both Kongs are on screen, they can perform team up, where either Kong piggybacks on the other in front. While this slows Diddy and Dixie's movement, either Kong can be thrown to reach items or higher areas. When a Kong is thrown to a higher platform, the lead Kong automatically moves up there with them.
Diddy holds a carriable object in front of him, which includes Barrels, Crates, and Treasure Chests. This way Diddy can defeat an enemy who walks into the object. Dixie holds an object over her head with her ponytail, which defends against foes above her.
The swimming mechanic is similar to earlier Super Mario platformers. The player must hit , the jump button, to advance upwards into the water. If the player does not press the button, the Kongs slowly sink to the bottom. Pressing enables them to swim quicker, and and controls their ascent and descent.
When starting a new file, the player has the option to choose between one or two player modes. The original Super Nintendo version has two hidden modes which can be accessed by pressing Down on the a number of times.
The Game Boy Advance version features three minigames (more specifically, Bonus Games), which can be accessed from the "Bonus Games" option of the selection menu. The minigames are also in the Kongs' adventure and are hosted by a supporting character. It also includes a time attack mode, which is somewhat a successor to DK Attack from the Game Boy Advance remake of Donkey Kong Country.
The Game Boy Advance version has a time attack mode titled Diddy's Dash, just as Donkey Kong Country's Game Boy Advance remake had DK Attack. The player only controls Diddy, who must complete each level as quickly as possible while being tracked by an on-screen timer.
The game has two main playable characters who work together to save Donkey Kong from the Kremlings.
Diddy and Dixie are assisted by four members of the Kong Family, two of whom return from Donkey Kong Country and two who debut in the game. There is one Kremling who acts as a supporting character.
Animal Friends are animals who help Diddy and Dixie on their adventure. Each Animal Friend has its own abilities to help the Kongs find Bonus Barrels, Cranky's Video Game Hero Coins, Banana Coin, and other collectible items. There are a total of nine Animal Friends, the most of any Donkey Kong Country series game. Diddy and Dixie can only transform into or ride six of the Animal Friends. Animal Friends have a larger role than in Donkey Kong Country, because many levels cannot be completed without them, and more Bonus Levels can only be accessed by them. Some Animal Friends can perform a super move, where they build up energy before unleashing a powerful attack.
The game features a handful of enemies, many of whom are Kremlings. Most of them first appear in Donkey Kong Country 2: Diddy's Kong Quest, though a few of them return from Donkey Kong Country.
Like Donkey Kong Country, a boss is fought at the end of every world after beating every stage in their respective order. Every boss level has a unique stage, a notable difference from Donkey Kong Country where every boss stage took place between similar piles of banana bunches. Every boss's name in the game begins with 'K'.
Items and objects
A variety of items and objects appear throughout the levels, and they each have a unique purpose.
Barrels are prominent objects throughout the Donkey Kong series. Multiple variants of these objects exist, many which are featured in Donkey Kong Country 2.
There are a few unique items that are collectibles, which the Kongs are required to collect in order to complete the game. They appear in most levels.
There are five unique locations which are hosted by a supporting character, and these areas appear in most worlds.
In the original version, when the player starts a new file, they can press Down numerous times to navigate down to the hidden Cheat Mode option. While highlighting the option, the player can press a combination of buttons to enter one of two cheats:
The Game Boy Advance version has its own Cheats menu (under Options), where the player instead inputs a cheat from a keypad of capital letters. There are nine cheats that they can enter.
Differences in other versions
Game Boy Advance
Castle Crush glitch
Note: This glitch only works in the SNES and Wii U versions.
To perform this glitch, the player must enter Castle Crush with Diddy Kong as the lead character (Dixie is optional, but cannot be the lead character). Then, the player must pick up the first DK Barrel and hold it against a wall. The player must now drop the barrel and quickly pick it up again; if done correctly, the barrel will break, but Diddy will act as if he's still holding it. Upon throwing the "invisible barrel", it will be replaced with a nearby object, with the exact object depending on how much of the level had been traversed before throwing. Throughout most of the level, this will cause an enemy to warp in front of Diddy, following which the enemy will often die immediately. If thrown near the top, it will be replaced with the "No Rambi" sign. Both of these outcomes are relatively harmless. However, if thrown shortly after being "picked up," the invisible barrel will be replaced with the nearby Rambi Barrel. The transformation aspect of the Rambi Barrel becomes broken after this happens, and will typically cause Diddy to either turn into a screen-sized glitchy mess, an incorrectly-colored Klubba with no hammer, which stands in place, or a fully-black Kleever, which moves slowly to the side while spinning. In all three of these cases, the game typically will softlock shortly thereafter.
References to other games
References in later games
Even before the first Donkey Kong Country turned out to be a blockbuster success, the game's development team already had plans for a sequel. The team focused first on the game's environments; the game's setting was informed by Gregg Mayles life-long obsession with pirates and the fact that the first Donkey Kong Country had already featured most stock platforming level archetypes. While some ideas from its predecessor were carried over, all of the levels in Donkey Kong Country 2 were brand new. Replacing Donkey Kong with new character Dixie Kong came from a desire to take risk and surprise players.
Speaking of the game's level design, Mayles explained that Donkey Kong Country 2 went with a more exploration-based structure as "If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it" and to make the game more different from its predecessor. Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. Nintendo was less involved in Donkey Kong Country 2's development, which Gregg Mayles chalked up to the success of the first game.
Pre-release and unused content
Rare Witch Project preview and German strategy guide
The Rare Witch Project website once had previews of several upcoming enemies and characters for Donkey Kong Country 2: Diddy's Kong Quest. Among these enemies was a sinister looking character simply dubbed "Mr. X". Mr. X was an early version of the enemy Kackle, a ghostly Kremling that appears in the level Haunted Hall and chases the Kongs throughout the level in the final version of the game. Mr. X was a phantasmagoric white Kremling with red eyes, wearing a large black jacket covered in army medals, he also possessed two small hooks for hands. Despite his status as an unused element, Mr. X somehow managed to be included in the official German player's guide, which cryptically states that he is a character no one has known or has seen.
Donkey Kong Country 2: Diddy's Kong Quest received widespread critical acclaim, considered by critics to be among the best titles on the Wii's Virtual Console.
Names in other languages